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authorLuca Rood <dev@lucarood.com>2017-06-20 15:33:13 +0300
committerLuca Rood <dev@lucarood.com>2017-06-20 19:39:59 +0300
commit5c5c09439abdf2f759fbc3c17a4e773b9005d77f (patch)
treebce718ddb823f6623e9804b2aa16ddd1f52ed61f /source/blender/gpu
parentaaf37e1216b2a9dfc43591e227c679a5b35af8c0 (diff)
Clean node names and organize menus for eevee
This makes the node menus aware of the Cycles/Eevee distinction, and only show the relevant nodes for the current engine. Names have also been changed to accomodate for the new output node system.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index f423e541dc2..8b2e42a9e65 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3875,7 +3875,7 @@ void world_normals_get(out vec3 N)
N = gl_FrontFacing ? worldNormal : -worldNormal;
}
-void node_output_metallic(
+void node_eevee_metallic(
vec4 basecol, float metallic, float specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, out vec4 result)
@@ -3886,7 +3886,7 @@ void node_output_metallic(
result = vec4(eevee_surface_lit(normal, diffuse.rgb, f0.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp);
}
-void node_output_specular(
+void node_eevee_specular(
vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, out vec4 result)